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Ilarium

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A D&D-inspired universe.   Following the chaos of the Formation of the Planes, the Dawn War, and The Schism, the gods left the material plane in peace. On the continent of Ilarium, dragons and giants ruled, until overthrown by The Nine, powerful magic users who raised the elven Empire of Vizden. The Vizdania ruled for an age, subjugating the dragonborn and dwarves under the guise of Protector until, millennia later, they were overthrown by The Dwarven Rebellion. The dwarven Kingdom of Galbreth and House of Delg supplanted the elves and their mines ripped through the roots of their forests, until each decadent kingdom crumbled away in the face of unrelenting force. A great leader rose from the human colonies to the East and swept like a wave over Ilarium. Following the death of this paragon, Ragnar the Tyrannical, the earth shook, waves rose, and waters stormed miles inland: the last vestiges of empire crumbled away. Elves, men, dwarves, and dragonborn were thus left to find their feet in a broken, calamity-stricken land.   In the west, the Sea of Dunes, blasted into existence by the death-throes of the Lichlord Logar Tor, stretches for leagues. On its northern edge the civilised Orc city of Kragmere, nestled under the mountainous shadow of Kin-Grak, lies silent, cut off from the world these fifty years, quelled by a shadowy foe. Following the Mountains of Razdún south until the peaks fall beneath The Dead Forest of Kollerdörf, the wealthy and murderous canals of Icarna stand dark in the flooded swamps and its dirty fingernails dig deep into the soil to grasp the rich, life-prolonging powder buried beneath. East over the mountains, the dwarven Foothills of Delg hide a subterranean people struggling to pull their shattered kingdom together and defend against the uprooted Duegar and Drow pouring out of newly-opened cracks in the depths. To their south, the elves repel those same drow from their woodland home in Harthelen and attempt to shelter away from the world and nurse their broken magics.   The plains of Galbreth stretch east again to where Mesifi rises above the Kuanol Coast, its waterfalls powering huge siege-hammers, remnants of the old kingdom's smithing might. The forests of Berringdon hide the halflings safe from the world, by dint of their quiet serpentine protector. To the northeast, over the Windbreakers, with its rocks honed to razor-sharp points or scraped into gigantic caverns by gales alone, lie the human Kingdoms of Lefryn, Darhaven and Tychacia in uneasy alliance, circling the mountain range in which lies Pandesh, Mouth of the World, where the dragonborn call home. Voices reach the land from over the Sea of Whispers as the seers of Glyn-Temar wander blind halls and listen to the mytic voices of the Gods.   And over The Lost Ocean, the Mistlands lie, quiet and brooding, for one such as Ragnar to come find them again...

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Campaigns

Curse of Strahd

Dungeons & Dragons 5e